Zetsurin (3.5e Equipment)

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Zetsurin_Samurai_Shirasaya_Tenjho_T.jpg

Zetsurin
Exotic One-Handed Melee
Critical: 19–20/×2
Range Increment:
Type: Slashing
Hardness: 12
Size Cost1 Damage Weight1 hp
Fine * 1d3 * 1
Diminutive * 1d4 * 1
Tiny * 1d6 * 2
Small 160 gp 1d8 3 lb. 4
Medium 160 gp 1d10 5.5 lb. 8
Large 350 gp 2d6 11 lb. 16
Huge * 3d6 * 32
Gargantuan * 4d6 * 64
Colossal * 6d6 * 128
  1. For values marked with an asterisk, the SRD gives neither this value directly nor a means to determine it.

Description[edit]

The zetsurin is a one handed exotic weapon that resembles a katana without the tsuba. Also retaining the cost weight and so fourth of one. the only exception being the six inch thin bladed tanto sheathed within the saya (scabbard). (this blade retains the same attributes of a normal tanto.)

With the exotic weapon proficiency feat, the wielder increases the critical threat range to 18-20. Additionally, if the wielder uses the Zetsurin as a two-handed weapon, the critical damage multiplier is increased to x3.

You can use your weapon finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a katana.

Enhancements[edit]

Zetsurin Material Enhancements
Material Average Masterwork1 Hardness hp Special
Steel 160 gp 460 gp 12 8
Adamantine 3,250 gp 20 9 Bypass hardness less than 20
Deep Crystal 1,250 gp 10 5 Psionic
Mundane Crystal 460 gp 8 4 No rusting, not metal
Darkwood n/a n/a n/a
Iron, Cold 400 gp 700 gp 10 5 Magical enchantments cost an additional 2,000 gp.
Mithral 3,250 gp 15 5 1/2 weight
Silver, Alchemical 250 gp 560 gp 8 1 −1 damage
  1. Masterwork weapons have a +1 enhancement bonus on attack rolls.
Magical/Psionic Weapon Enhancements
Bonus Value Additional Cost1 Hardness Increase2 Additional hp2
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6 +72,000 gp3 +12 +60
+7 +98,000 gp3 +14 +70
+8 +128,000 gp3 +16 +80
+9 +162,000 gp3 +18 +90
+10 +200,000 gp3 +20 +100
+11 or more + bonus squared
× 20,000 gp
+ enhancement bonus × 2 + enhancement bonus × 10
  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.

See also[edit]



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